Small change to Rockets

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Lets say your a mando or an arc with a rocket, instead of just pressing shoot once to charge it up and then fire it, lets say you have to hold down attack to charge it until it shoots, and if you let go too early it cools down and the rocket doesnt shoot. the Point of this is if you press shoot but you change your mind cause theres a few jedi/sith there. Or to bait out a push so they cant push before you shoot the rocket, or to just make them paranoid
 
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That... actually sounds like it could be interesting. :)
Lets say your a mando or an arc with a rocket, instead of just pressing shoot once to charge it up and then fire it, lets say you have to hold down attack to charge it until it shoots, and if you let go too early it cools down and the rocket doesnt shoot. the Point of this is if you press shoot but you change your mind cause theres a few jedi/sith there. Or to bait out a push so they cant push before you shoot the rocket, or to just make them paranoid
Yes. And the weak-rockets let you rocket jump
(pleasepleaseplease)
 

SeV

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Well this could be a good change. I like the idea of increasing the versatility of rocket specialists. Instead of them just camping catwalk in dotf, they could go with their team, fake-out sith pushes, rocket jump themselves into the air and charge rocket in the air, to divebomb? Would be fun stuff for sure, but it might also bring balance issues. Personally though, I don't mind changing something with regards to rockets. They could use some gameplay flavour, the charge feint thing is certainly a possibility, but rather than a charge perhaps just press reload to stop the firing of the rocket like with the saber swing feints? A simple and easy improvement that wont break balance too much.

Oh but I love the idea of rocket jumping arcs though, lol :)
 
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Because there's either a jedi/sith and your 10/30/60 / 15 points are generally useless or there isn't one and you get 1/3/6 or 1 free kill about which you can't really do much unless they get really long prime-timer or you pretty much randomly (due to how lag works in this game) shoot the rocket midair.
 
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Because there's either a jedi/sith and your 10/30/60 / 15 points are generally useless or there isn't one and you get 1/3/6 or 1 free kill about which you can't really do much unless they get really long prime-timer or you pretty much randomly (due to how lag works in this game) shoot the rocket midair.
I don't understand very well.So you're saying that,if there are Sith/Jedi in a team,the one launching the rocket can't do anything about it,or can only do something about it with an ambush?
I don't think that's a very good reason to remove them completely...
 
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What's this?:
HyF1ivl.jpg
I say use it!
 

GoodOl'Ben

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I think this could be a cool addition to the ARC rocket. I'd also love for it to be a bit more distinguished from the Mandalorian rocket, by giving it a bit less splash damage.

I've not been fond of the fact that the rocket has a random launch time parameter. I like that it makes it hard for sith to predict, but it's also very annoying since you can't reliably tell how long it will take for you to fire.

Implementing a way to feint instead of having a randomized timer would probably be far more interesting.
 
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This is the best suggestion I've seen on here in a while. For arcs, they are spending a ton of points on rockets for them only to be really useful when they are camping on a high point on the map, i.e. cw.

The rocket for mando is fine as it is in my opinion.

The only problem I can see with this is it could be op against saber users in close quarters. As they can fire the rocket whenever they want, saber users can't rely on the charge-up sound to anticipate when the rocket is coming.
 
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I like this idea. Experienced jedi and sith will easily push a rocket back at even ARCs with the random launch time. They have it grown to their backbone and I personally haven't failed to push back a rocket that hasn't been fired out of my range of hearing and from a blind spot for years.

This would also enable rocket users to work alone better. At the moment the only way they can get anything done is firing so called 'stealth rockets', out of hearing range and from where enemy force users can't see it coming from. The only other way to actually make rockets worthwhile in the presence of jedi and sith is to have a good teammate do rocket tennis for you.

(Also if you currently find rockets to be useless, do rocket tennis with your ally jedi. It works, it doesn't take too long to learn to do, just position yourself well and practice timing against enemy pushes)

And as stated above by other users, rocket users playing the role of a feinter would be very nice. Grenades can't really do the same trick, a jedi with good reflexes can push them back any time.

This could be implemented for mandos too, even though they only get one rocket. Although I'd like to see them get an extra upgrade that enables a homing rocket that would be slower than normal to make it easier to shoot down.
 

swagmaster

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Idea: make Rocket Launcher Level 2 have a zoom feature for firing rockets, and at Level 3, have that zoom feature be able to make target-lock on-able homing rockets akin to JK2/JKA

For mando the same feature, but the homing rocket is a tad bit faster than the rocket launcher.
 
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Times have changed.

Before the argument was to force people to commit to prevent this precise sort of stuff:)
Then again, rockets have needed some loving for so long.

A reskin to make them look like sharks?
Add a laughing noise?

Homing rocket lock-ons!
Enhanced explosions where people caught in the blast that survive are lit on fire and need to stop, drop and die:)

I also feel that a perfectly timed kick should be able to divert a rocket away.
 
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